Streamline pointer notation (#2139)
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@@ -16,7 +16,7 @@
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// get the sprite index of that player.
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#define UR_PLAYER_SPRITE_ID(leaderId, memberId) (MAX_RFU_PLAYERS * leaderId + memberId)
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static EWRAM_DATA struct UnionRoomObject * sUnionObjWork = NULL;
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static EWRAM_DATA struct UnionRoomObject *sUnionObjWork = NULL;
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static EWRAM_DATA u32 sUnionObjRefreshTimer = 0;
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static u8 CreateTask_AnimateUnionRoomPlayers(void);
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@@ -136,7 +136,7 @@ static u8 GetUnionRoomPlayerGraphicsId(u32 gender, u32 id)
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return sUnionRoomObjGfxIds[gender][id % NUM_UNION_ROOM_CLASSES];
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}
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static void GetUnionRoomPlayerCoords(u32 leaderId, u32 memberId, s32 * x, s32 * y)
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static void GetUnionRoomPlayerCoords(u32 leaderId, u32 memberId, s32 *x, s32 *y)
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{
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*x = sUnionRoomPlayerCoords[leaderId][0] + sUnionRoomGroupOffsets[memberId][0] + MAP_OFFSET;
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*y = sUnionRoomPlayerCoords[leaderId][1] + sUnionRoomGroupOffsets[memberId][1] + MAP_OFFSET;
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@@ -181,10 +181,10 @@ static void RemoveUnionRoomPlayerObjectEvent(u32 leaderId)
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RemoveObjectEventByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup);
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}
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static bool32 SetUnionRoomPlayerEnterExitMovement(u32 leaderId, const u8 * movement)
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static bool32 SetUnionRoomPlayerEnterExitMovement(u32 leaderId, const u8 *movement)
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{
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u8 objectId;
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struct ObjectEvent * object;
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struct ObjectEvent *object;
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if (TryGetObjectEventIdByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectId))
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return FALSE;
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object = &gObjectEvents[objectId];
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@@ -198,7 +198,7 @@ static bool32 SetUnionRoomPlayerEnterExitMovement(u32 leaderId, const u8 * movem
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static bool32 TryReleaseUnionRoomPlayerObjectEvent(u32 leaderId)
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{
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u8 objectId;
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struct ObjectEvent * object;
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struct ObjectEvent *object;
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if (TryGetObjectEventIdByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectId))
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return TRUE;
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@@ -213,7 +213,7 @@ static bool32 TryReleaseUnionRoomPlayerObjectEvent(u32 leaderId)
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return TRUE;
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}
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u8 InitUnionRoomPlayerObjects(struct UnionRoomObject * players)
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u8 InitUnionRoomPlayerObjects(struct UnionRoomObject *players)
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{
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s32 i;
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@@ -229,7 +229,7 @@ u8 InitUnionRoomPlayerObjects(struct UnionRoomObject * players)
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return CreateTask_AnimateUnionRoomPlayers();
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}
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static bool32 AnimateUnionRoomPlayerDespawn(s8 * state, u32 leaderId, struct UnionRoomObject * object)
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static bool32 AnimateUnionRoomPlayerDespawn(s8 *state, u32 leaderId, struct UnionRoomObject *object)
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{
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switch (*state)
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{
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@@ -253,7 +253,7 @@ static bool32 AnimateUnionRoomPlayerDespawn(s8 * state, u32 leaderId, struct Uni
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return FALSE;
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}
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static bool32 AnimateUnionRoomPlayerSpawn(s8 * state, u32 leaderId, struct UnionRoomObject * object)
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static bool32 AnimateUnionRoomPlayerSpawn(s8 *state, u32 leaderId, struct UnionRoomObject *object)
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{
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s16 x, y;
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@@ -290,7 +290,7 @@ static bool32 AnimateUnionRoomPlayerSpawn(s8 * state, u32 leaderId, struct Union
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static bool32 SpawnGroupLeader(u32 leaderId, u32 gender, u32 id)
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{
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struct UnionRoomObject * object = &sUnionObjWork[leaderId];
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struct UnionRoomObject *object = &sUnionObjWork[leaderId];
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object->schedAnim = UNION_ROOM_SPAWN_IN;
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object->gfxId = GetUnionRoomPlayerGraphicsId(gender, id);
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@@ -302,7 +302,7 @@ static bool32 SpawnGroupLeader(u32 leaderId, u32 gender, u32 id)
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static bool32 DespawnGroupLeader(u32 leaderId)
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{
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struct UnionRoomObject * object = &sUnionObjWork[leaderId];
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struct UnionRoomObject *object = &sUnionObjWork[leaderId];
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object->schedAnim = UNION_ROOM_SPAWN_OUT;
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if (object->state == 1)
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@@ -311,7 +311,7 @@ static bool32 DespawnGroupLeader(u32 leaderId)
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return FALSE;
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}
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static void AnimateUnionRoomPlayer(u32 leaderId, struct UnionRoomObject * object)
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static void AnimateUnionRoomPlayer(u32 leaderId, struct UnionRoomObject *object)
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{
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switch (object->state)
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{
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@@ -390,7 +390,7 @@ void DestroyUnionRoomPlayerObjects(void)
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DestroyTask_AnimateUnionRoomPlayers();
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}
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void CreateUnionRoomPlayerSprites(u8 * spriteIds, s32 leaderId)
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void CreateUnionRoomPlayerSprites(u8 *spriteIds, s32 leaderId)
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{
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s32 memberId;
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for (memberId = 0; memberId < MAX_RFU_PLAYERS; memberId++)
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@@ -405,7 +405,7 @@ void CreateUnionRoomPlayerSprites(u8 * spriteIds, s32 leaderId)
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}
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}
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void DestroyUnionRoomPlayerSprites(u8 * spriteIds)
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void DestroyUnionRoomPlayerSprites(u8 *spriteIds)
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{
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s32 i;
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for (i = 0; i < NUM_UNION_ROOM_SPRITES; i++)
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@@ -427,7 +427,7 @@ void SetTilesAroundUnionRoomPlayersPassable(void)
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}
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}
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static u8 GetNewFacingDirectionForUnionRoomPlayer(u32 memberId, u32 leaderId, struct RfuGameData * gameData)
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static u8 GetNewFacingDirectionForUnionRoomPlayer(u32 memberId, u32 leaderId, struct RfuGameData *gameData)
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{
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if (memberId) // If not leader
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return sMemberFacingDirections[memberId];
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@@ -442,7 +442,7 @@ static bool32 IsUnionRoomPlayerInvisible(u32 leaderId, u32 memberId)
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return IsVirtualObjectInvisible(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID);
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}
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static void SpawnGroupMember(u32 leaderId, u32 memberId, u8 graphicsId, struct RfuGameData * gameData)
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static void SpawnGroupMember(u32 leaderId, u32 memberId, u8 graphicsId, struct RfuGameData *gameData)
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{
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s32 x, y;
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s32 id = UR_PLAYER_SPRITE_ID(leaderId, memberId);
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@@ -465,7 +465,7 @@ static void DespawnGroupMember(u32 leaderId, u32 memberId)
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MapGridSetMetatileImpassabilityAt(x, y, FALSE);
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}
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static void AssembleGroup(u32 leaderId, struct RfuGameData * gameData)
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static void AssembleGroup(u32 leaderId, struct RfuGameData *gameData)
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{
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s16 x, y, x2, y2;
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s32 i;
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@@ -493,7 +493,7 @@ static void AssembleGroup(u32 leaderId, struct RfuGameData * gameData)
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}
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}
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static void SpawnGroupLeaderAndMembers(u32 leaderId, struct RfuGameData * gameData)
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static void SpawnGroupLeaderAndMembers(u32 leaderId, struct RfuGameData *gameData)
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{
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u32 i;
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switch (gameData->activity)
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@@ -528,7 +528,7 @@ static void DespawnGroupLeaderAndMembers(u32 leaderId, struct RfuGameData *gameD
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static void UpdateUnionRoomPlayerSprites(struct WirelessLink_URoom *uroom)
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{
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s32 i;
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struct RfuPlayer * leaders;
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struct RfuPlayer *leaders;
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sUnionObjRefreshTimer = 0;
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for (i = 0, leaders = uroom->playerList->players; i < MAX_UNION_ROOM_LEADERS; i++)
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{
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@@ -554,7 +554,7 @@ bool32 TryInteractWithUnionRoomMember(struct RfuPlayerList *list, s16 *memberIdP
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{
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s16 x, y;
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s32 i, memberId;
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struct RfuPlayer * leaders;
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struct RfuPlayer *leaders;
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if (!IsPlayerStandingStill())
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return FALSE;
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